Hello,

we are using OpenSG to drive our 3 sided cave, with a stero display in the front. Everything fine so far ;)

The fps of our 'reference model' is about 40 fps,
while our previous own implementation based on openGL alone
and a special network protocol to do the synchronisation was able to render the same model on the same hardware with about 60fps.
I am currently searching for a reason to explain the difference,
such that i can speed up my OpenSG based implementation. Theoretically
my openSg implementation should not be slower:
The scene has only one node (an textured IndexedFaceSet)
and even if i dont change anything in the graph, the fps is about 40.

So my question:
I remember seeing some code in one of the ClusterServer/window classes, that looked like a synchronisation between the servers before they swap buffers. Is this (still) correct? Is there a second server/server sync after the server/client sync ? If so, is it possible to turn that off?


Thanks,
        Daniel Grest





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